--
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Rumor has it that a Source license is only 200k ;-)

/ProZak


On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> 'You send valve a check for $1 mil and you get the source code for it.'
> Or, send Epic a check for 850k and get an Unreal 3 license ;)
>
> On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hmmmm.....interesting. I'll have to try that. Thanks for the suggestion.
> >
> > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> >
> > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same
> error
> > > message in hammer:
> > > "Too many verts for a dynamic buffer (41468>24576) Tell a programmer
> to
> > > up VERTEX_BUFFER_SIZE."
> > > But it's in game so I guess it is only a limitation of hammer. The
> model
> > > will propably load if set at runtime.
> > > -archy
> > >
> > > Jeremy wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Was just curious about polycount. I realize technically you have too
> > > many
> > > > vertices. If vertices were shared enough you could have a large
> number
> > > of
> > > > polygons with a smaller number of vertices, provided you don't run
> > into
> > > any
> > > > limit on index buffer size that may be present. In this case the
> error
> > > is
> > > > clearly referring to the vertices. Are the vertices welded/merged
> > where
> > > > appropriate to reduce them as much as possible without sacrificing
> > poly
> > > > counts? I don't doubt such high poly models probably work, and
> > possibly
> > > > pretty well if they are by themselves on a screen or with little
> else.
> > > But
> > > > those sort of poly counts in a typical mod that normally has a
> number
> > of
> > > > players/npcs is going to degrade quickly. It all depends what you're
> > > doing.
> > > > That degree of detail could fit your project if it's outside the
> norm
> > of
> > > an
> > > > FPS mod. Just be aware what the engine was designed and built to do,
> > as
> > > that
> > > > is the reason for the limitations it has. Short of engine level
> > > > modifications, which you can't do without getting the engine source,
> > > you'll
> > > > have to stick within those limits, and work around them if possible.
> > > Split
> > > > the model into pieces and attach them and stuff like that is
> probably
> > > the
> > > > direction you need to look at to keep that detail level and stay
> > within
> > > > limits.
> > > >
> > > > J
> > > >
> > > > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > >
> > > >
> > > >> You send valve a check for $1 mil and you get the source code for
> it.
> > > >>
> > > >> Any chance we could see a render of it. Got me interested. :D
> > > >>
> > > >>
> > > >>
> > > >> -----Original Message-----
> > > >> From: [EMAIL PROTECTED]
> > > >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Mears
> > > >> Sent: Thursday, January 31, 2008 5:19 AM
> > > >> To: hlcoders@list.valvesoftware.com
> > > >> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a
> dynamic
> > > >> buffer
> > > >> (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> > > >>
> > > >> --
> > > >> [ Picked text/plain from multipart/alternative ]
> > > >> Well, it's a pretty detailed model with a lot of armor and
> > accessories.
> > > >> I'm
> > > >> happy with the model at about 11,000 polys but when I bring it down
> > to
> > > >> around 5,000 to make it work in game it starts to look pretty bad.
> > > Polys
> > > >> get
> > > >> removed from spots where they need to be, such as his eyes. So, you
> > > said
> > > >> you
> > > >> can't change it without recompiling Hammer and the engine? How
> would
> > I
> > > go
> > > >> about doing that?
> > > >>
> > > >> Thanks for the help Mark.
> > > >>
> > > >>
> > > >> On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > >>
> > > >>
> > > >>> Basically the number is current and max (26791>24576) and your
> model
> > > >>> detail
> > > >>> is to high and will crash the engine. I don't think you can change
> > it
> > > >>> without recompiling hammer and the engine.
> > > >>>
> > > >>> Why you need that much detail?
> > > >>>
> > > >>>
> > > >>>
> > > >>> -----Original Message-----
> > > >>> From: [EMAIL PROTECTED]
> > > >>> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> > Mears
> > > >>> Sent: Thursday, January 31, 2008 4:52 AM
> > > >>> To: hlcoders@list.valvesoftware.com
> > > >>> Subject: [hlcoders] "Too many verts for a dynamic buffer
> > (26791>24576)
> > > >>> Tell
> > > >>> a programmer to up VERTEX_BUFFER_SIZE."
> > > >>>
> > > >>> --
> > > >>> [ Picked text/plain from multipart/alternative ]
> > > >>>  Hello all. This is my first email to the mailing list and I'm
> > writing
> > > >>> because I'm really stuck and hope someone can help me out. When I
> > > place
> > > >>>
> > > >> an
> > > >>
> > > >>> entity and try to load my custom character it causes Hammer to
> crash
> > > and
> > > >>> displays this error message:
> > > >>>
> > > >>>  "Too many verts for a dynamic buffer (26791>24576) Tell a
> > programmer
> > > to
> > > >>> up
> > > >>> VERTEX_BUFFER_SIZE."
> > > >>>
> > > >>> I tried lowering the poly and vertex counts and finally got a
> model
> > to
> > > >>> load
> > > >>> but is way below the level of detail I need. I tried several
> > versions
> > > of
> > > >>> the
> > > >>> model with varying poly and vertex counts and noticed that the
> first
> > > >>> number
> > > >>> in the error message (26791 in this case) would change as the poly
> > and
> > > >>> vert
> > > >>> counts change. Also, the high poly model will load fine in Face
> > Poser.
> > > >>>
> > > >>> I've tried to research the problem online and haven't found
> anything
> > > too
> > > >>> helpful. The Valve Wiki says I probably have a bug in my code or
> > > >>>
> > > >> content,
> > > >>
> > > >>> which doesn't really help me too much. I also got advice to
> optimize
> > > my
> > > >>> map
> > > >>> to reduce the vertices but I get the same error message when I try
> > to
> > > >>>
> > > >> load
> > > >>
> > > >>> the model in a simple room.
> > > >>>
> > > >>>
> > > >>> So, basically I guess I am asking if anyone knows how I can "up
> > > >>> VERTEX_BUFFER_SIZE"? I don't really have much experience with
> coding
> > > and
> > > >>> don't have access to a programmer so I'm hoping someone here can
> > help
> > > me
> > > >>> out. Thanks for taking the time to read this and any ideas or
> > > >>>
> > > >> suggestions
> > > >>
> > > >>> are greatly appreciated!
> > > >>>
> > > >>> Ben
> > > >>> --
> > > >>>
> > > >>> _______________________________________________
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>
> > > >>> _______________________________________________
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>
> > > >>>
> > > >>>
> > > >> --
> > > >>
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > >>
> > > > --
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> --
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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